Medium Humanoid (Human), Neutral Evil
Armor Class 11
Hit Points 90 (20d8)
Speed 30 ft.
STR
6 (-2)
DEX
12 (+1)
CON
11 (+0)
INT
20 (+5)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +3, INT +7
Skills Arcana +7, Deception +1, Medicine +4, Nature +7, Perception +4, Persuasion +1
Senses Passive Perception 14
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Cunning Action. On each of her turns, Yzma can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance (2/Day). If Yzma fails a saving throw, she can choose to succeed instead.

Prolific Polymorph Potion Purveyor. Yzma carries dozens of her signature potions with her, but they are not well organized. Roll a d20 and consult the following table to determine the effects of each potion used:

  1. Cat
  2. Deer
  3. Frog
  4. Goat
  5. Hawk
  6. Octopus
  7. Rat
  8. Scorpion
  9. Camel
  10. Poisonous snake
  11. Boar
  12. Draft horse
  13. Wolf
  14. Ape
  15. Black bear
  16. Giant wasp
  17. Tiger
  18. Rhinoceros
  19. Elephant
  20. Tyrannosaurus Rex
Actions

Dagger. Melee  or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Polymorph Potion. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 2) slashing damage. Each creature within 5 feet of the target must make a DC 15 Constitution saving throw or suffer the effects of a polymorph spell. Roll a d20 and consult Yzma's potion table to determine the form the creatures are transformed into.

Reactions

Faint-Hearted. If a creature makes an attack on Yzma, and the Yzma is not incapacitated, she can move 10 ft away from the attacker as a reaction, not provoking attacks of opportunity.

Legendary Actions

Yzma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yzma regains spent legendary actions at the start of her turn.

Weapon Attack. Yzma makes a weapon attack.

Move. Yzma moves up to her speed.

Frighten Foe (Costs 2 Actions). Yzma targets one enemy she can see within 30 feet of her. If the target can see and hear her, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Yzma’s next turn.

Monster Tags: NPC

Habitat: Urban

stuntmantan

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